make your own fortress
#1
Posted 21 November 2007 - 11:30 PM
1.does anybody know how to make an own fortress??
i tried it many times but i still get errors about w3d or something
2. how do you add heroes to a new faction i tried to add new heroes to my new faction (hobbits)
but they don't show up.
i hope you can help me.
thanks in advantage
#2
Posted 21 November 2007 - 11:54 PM
#3
Posted 22 November 2007 - 01:02 AM
Make a new faction - Part 1
Make a new faction - Part 2
Take a look at those tutorials, they should have everything you need in them
#4
Posted 22 November 2007 - 03:36 PM
thx but i tried the tutorial and when i start the worldbuilder i get an error1:
Make a new faction - Part 1
Make a new faction - Part 2
Take a look at those tutorials, they should have everything you need in them
i tried to fix this but i still get the error
#5
Posted 22 November 2007 - 04:24 PM
2. You go at the template and you find the line that says buildable heroes MP or something like that and you add them there.
i already tried that but the heroes won´t show up
#6
Posted 22 November 2007 - 04:44 PM
Uninstall<Reinstall<Try again That normally fixes random WB Crashes.thx but i tried the tutorial and when i start the worldbuilder i get an error
i tried to fix this but i still get the error
#7
Posted 22 November 2007 - 05:44 PM
Uninstall<Reinstall<Try again That normally fixes random WB Crashes.thx but i tried the tutorial and when i start the worldbuilder i get an error
i tried to fix this but i still get the error
ty the wb works again but i can´t find the rohan tab the wb and i did everything that the turtorial said
i´ll upload my files
i don´t know wath is wrong
http://rapidshare.co...k_ini_files.zip
nice tutorial good work
#8
Posted 27 November 2007 - 01:15 AM
[Edit] BTW, I'm replacing the existing factions, not adding new ones. (If that makes anything different...)
Edited by Lord of the Rings Junkie, 27 November 2007 - 03:51 AM.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#9
Posted 27 November 2007 - 06:26 AM
#10
Posted 28 November 2007 - 02:35 AM
This is how I changed Mordor's entry in playertemplate.ini:[codebox]
PlayerTemplate FactionGoa'uld
Side = Goa'uld
PlayableSide = Yes
Evil = Yes
StartMoney = 0
MaxLevelMP = #DIVIDE( M_PLAYER_MAX_PURCHASE_POINTS_DEFAULT M_PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP = #DIVIDE( M_PLAYER_MAX_PURCHASE_POINTS_EVIL M_PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor = R:175 G:49 B:33
StartingBuilding = MordorFortress
;------------- NO STARTING UNITS FOR YOU -------
StartingUnit0 = MordorPorter
StartingUnitOffset0 = X:1 Y:240 Z:0
StartingUnit1 = MordorPorter
StartingUnitOffset1 = X:1 Y:190 Z:0
StartingUnitTacticalWOTR = MordorPorter
StartingUnitTacticalWOTR = MordorPorter
IntrinsicSciences = SCIENCE_EVIL
IntrinsicSciencesMP = SCIENCE_MORDOR
SpellBook = EvilSpellBook
SpellBookMp = MordorSpellBook
PurchaseScienceCommandSet = EvilSpellStoreCommandSet
PurchaseScienceCommandSetMP = MordorSpellStoreCommandSet
DisplayName = INI:FactionGoa'uld
DefaultPlayerAIType = MordorSkirmishAI
BeaconName = MultiplayerBeacon
LightPointsUpSound = MordorLightPointsUp
ObjectiveAddedSound = Gui_MissionObjectiveNew
ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
InitialUpgrades = Upgrade_MordorDualEconomyChoice Upgrade_MordorFaction Upgrade_EvilDualEconomyChoice;Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero EvilMenBlackRider EvilMenBlackRider EvilMenBlackRider MordorMouthOfSauron MordorFellBeast MordorFellBeast MordorWitchKingOnFellBeast // MordorGothmog NeutralGollum
BuildableRingHeroesMP = MordorSauron_RingHero
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues = 100 100 100 95 90 85 80 75 71 68 66
MultiSelectionPortrait = UPMordor_Army
LoadScreenMusic = Shell2MusicForLoadScreen
End
[/codebox] This is how I changed Mordor's entries in lotr.str[codebox];//------------------------------------------------------------------------------
;// This is the magic thing in the .bse file that tells how to center the base layout compared to the game position of the fortress
Object MordorFortressCenterGeneric
SelectPortrait = BPMFortress
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = NBasePin
End
End
Side = Goa'uld
EditorSorting = STRUCTURE
KindOf = IMMOBILE BASE_FOUNDATION CASTLE_CENTER
Behavior = CastleBehavior ModuleTag_castle
;//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
End
End
;//------------------------------------------------------------------------------
;// These are the four corner buildplots. Difference is just the BuildVariation flag they give the Expansion.
Object MordorFortressExpansionPadCorner
SelectPortrait = BPMFortress_BuildPlot
;// *** ART Parameters ***
Draw = W3DFloorDraw DrawFloorBase
ModelName = gbfoundgoa
End
Draw = W3DScriptedModelDraw ModuleTag_DrawMain
DefaultModelConditionState
Model = WBFoundationP
End
;//Remove the buildplot when it's been constructed on
ModelConditionState = CONSTRUCTION_COMPLETE
Model = None
End
End
;//PlacementViewAngle = 0
;// ***DESIGN parameters ***
DisplayName = OBJECT:MordorBuildingFoundation
Side = Goa'uld
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ;// in seconds
VisionRange = 0.0 ;// Shroud clearing distance
ShroudClearingRange = 0
CommandSet = MordorFortressExpansionPadCornerCommandSet
;// *** AUDIO Parameters ***
VoiceSelect = Gui_PlotSelect2
;// *** ENGINEERING Parameters ***
KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY NO_COLLIDE DO_NOT_CLASSIFY EXPANSION_PAD
Behavior = FoundationAIUpdate ModuleTag_foundationAI
BuildVariation = 2 ;// Will give BUILD_VARIATION_TWO to anything built on it
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
Body = ImmortalBody ModuleTag_05
MaxHealth = 15000.0
End
Geometry = BOX
GeometryMajorRadius = 5.0
GeometryMinorRadius = 5.0
GeometryHeight = 0.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;//------------------------------------------------------------------------------
;//Mordor Fortress Citadel
;//This is the center part of the full Fortress. This plus the buildplots make up the full fortress
Object MordorFortressCitadel
SelectPortrait = BPMFortress
Draw = W3DScriptedModelDraw ModuleTag_Draw
ExtraPublicBone = ARROW_01
ExtraPublicBone = ARROW_02
ExtraPublicBone = ARROW_03
ExtraPublicBone = ARROW_04
ExtraPublicBone = ARROW_05
ExtraPublicBone = ARROW_06
ExtraPublicBone = ARROW_07
ExtraPublicBone = ARROW_08
ExtraPublicBone = ARROW_09
ExtraPublicBone = ARROW_10
ExtraPublicBone = ARROW_11
ExtraPublicBone = ARROW_12
ExtraPublicBone = ARROW_13
ExtraPublicBone = ARROW_14
ExtraPublicBone = ARROW_15
ExtraPublicBone = ARROW_16
ExtraPublicBone = ARROW_17
ExtraPublicBone = ARROW_18
ExtraPublicBone = ARROW_19
ExtraPublicBone = ARROW_20
ExtraPublicBone = ARROW_21
ExtraPublicBone = ARROW_22
ExtraPublicBone = ARROW_23
ExtraPublicBone = ARROW_24
ExtraPublicBone = ARROW_25
ExtraPublicBone = ARROW_26
ExtraPublicBone = ARROW_27
ExtraPublicBone = ARROW_28
ExtraPublicBone = ARROW_29
ExtraPublicBone = ARROW_30
ExtraPublicBone = ARROW_31
ExtraPublicBone = ARROW_32
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = mbgoafort
WeaponLaunchBone = PRIMARY ARROW_
WeaponLaunchBone = SECONDARY EYEBONE02
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("MBFDPYRES")
CurDrawableHideSubObject("MBFDPFG")
CurDrawableHideSubObject("MBFDPF")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("MBFDPYRES")
CurDrawableHideSubObject("MBFDPFG")
CurDrawableHideSubObject("MBFDPF")
EndScript
End
ModelConditionState = DAMAGED
Model = mbgoafort
Texture = pggoa.tga pggoa.tga
End
AnimationState = DAMAGED
EnteringStateFX = FX_FortressDamaged
End
ModelConditionState = REALLYDAMAGED
Model = mbgoafort
End
AnimationState = REALLYDAMAGED
Animation = Fortress_ReallyDamaged
AnimationName = MBFortress_D2S.MBFortress_D2A
AnimationMode = ONCE
End
EnteringStateFX = FX_FortressReallyDamaged
End
ModelConditionState = RUBBLE
Model = mbgoafort
End
AnimationState = RUBBLE
Animation = Fortress_Rubble
AnimationName = MBFortress_D3S.MBFortress_D3A
AnimationMode = ONCE
End
EnteringStateFX = FX_FortressCollapse
End
ModelConditionState = SNOW
Model = mbgoafort
Texture = pggoa.tga pggoa.tga
End
End
//MP Banner
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = MBHCFortress
End
MultiPlayerOnly = Yes
End
;//Fire Arrows
Draw = W3DScriptedModelDraw ModuleTag_DrawFireArrows
OkToChangeModelColor = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
End
IdleAnimationState
StateName = NoTower
End
//---Build up Damaged---
ModelConditionState = FORTRESS_IMPROVEMENT_1 DAMAGED USER_1
Model = MBFFArrows_A
Texture = MBFortress.tga MBFortress_D.tga
End
ModelConditionState = FORTRESS_IMPROVEMENT_1 REALLYDAMAGED USER_1
Model = MBFFArrows_A
Texture = MBFortress.tga MBFortress_D.tga
End
//Build Up
ModelConditionState = FORTRESS_IMPROVEMENT_1 USER_1
Model = MBFFArrows_A
End
AnimationState = FORTRESS_IMPROVEMENT_1 USER_1
Animation = UpAndStill
AnimationName = MBFFArrows_ASK.MBFFArrows_ABL
AnimationMode = ONCE
AnimationSpeedFactorRange = 5.0 5.0
End
End
//Damage States
ModelConditionState = FORTRESS_IMPROVEMENT_1 DAMAGED
Model = MBFFArrows_D1
ParticleSysBone = glowBone01 SmokeDwfFort FollowBone:Yes
End
ModelConditionState = FORTRESS_IMPROVEMENT_1 REALLYDAMAGED
Model = MBFFArrows_D2
ParticleSysBone = glowBone01 SmokeDwfFort FollowBone:Yes
End
AnimationState = FORTRESS_IMPROVEMENT_1 REALLYDAMAGED
Animation = MBFFArrows_ReallyDamaged
AnimationName = MBFFArrows_D2S.MBFFArrows_D2A
AnimationMode = ONCE
End
End
ModelConditionState = FORTRESS_IMPROVEMENT_1 RUBBLE
Model = MBFFArrows_D3
End
AnimationState = FORTRESS_IMPROVEMENT_1 RUBBLE
Animation = MBFFArrows_Rubble
AnimationName = MBFFArrows_D3S.MBFFArrows_D3A
AnimationMode = ONCE
End
End
ModelConditionState = SNOW FORTRESS_IMPROVEMENT_1
Model = MBFFArrows
Texture = MBFortress.tga MBFortress_snow.tga
End
ModelConditionState = FORTRESS_IMPROVEMENT_1
Model = MBFFArrows
ParticleSysBone = glowBone01 SmokeDwfFort FollowBone:Yes
End
End
;//Morgul Sorcery
Draw = W3DScriptedModelDraw ModuleTag_DrawMorgulSorcery
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = None
End
ModelConditionState = FORTRESS_IMPROVEMENT_2
Model = MBFSorcery
End
End
//Magma Cauldrons
Draw = W3DScriptedModelDraw ModuleTag_DrawMagmaCauldrons
OkToChangeModelColor = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
End
//---Build up Damaged---
ModelConditionState = FORTRESS_IMPROVEMENT_3 DAMAGED USER_2
Model = MBFMCauld_A
Texture = MBFortress.tga MBFortress_D.tga
End
ModelConditionState = FORTRESS_IMPROVEMENT_3 REALLYDAMAGED USER_2
Model = MBFMCauld_A
Texture = MBFortress.tga MBFortress_D.tga
End
//---Build Up States---
ModelConditionState = FORTRESS_IMPROVEMENT_3 USER_2 SNOW
Model = MBFMCauld_A
Texture = MBFortress.tga MBFortress_snow.tga
End
ModelConditionState = FORTRESS_IMPROVEMENT_3 USER_2
Model = MBFMCauld_A
End
AnimationState = FORTRESS_IMPROVEMENT_3 USER_2
Animation = RiseUp
AnimationName = MBFMCauld_ASKL.MBFMCauld_ABLD
AnimationMode = ONCE
AnimationSpeedFactorRange = 5.0 5.0
End
End
//---Damage States---
ModelConditionState = FORTRESS_IMPROVEMENT_3 DAMAGED
Model = MBFMCauld
Texture = MBFortress.tga MBFortress_D.tga
End
ModelConditionState = FORTRESS_IMPROVEMENT_3 REALLYDAMAGED
Model = MBFMCauld_D2
End
AnimationState = FORTRESS_IMPROVEMENT_3 REALLYDAMAGED
Animation = MBFMCauld_ReallyDamaged
AnimationName = MBFMCauld_D2.MBFMCauld_D2
AnimationMode = ONCE
End
End
ModelConditionState = FORTRESS_IMPROVEMENT_3 RUBBLE
Model = MBFMCauld_D3
End
AnimationState = FORTRESS_IMPROVEMENT_3 RUBBLE
Animation = MBFMCauld_Rubble
AnimationName = MBFMCauld_D3.MBFMCauld_D3
AnimationMode = ONCE
End
End
ModelConditionState = SNOW FORTRESS_IMPROVEMENT_3
Model = MBFMCauld
Texture = MBFortress.tga MBFortress_snow.tga
End
//---Normal States---
ModelConditionState = FORTRESS_IMPROVEMENT_3
Model = MBFMCauld
End
End
//Magma Cauldrons Guy
Draw = W3DScriptedModelDraw ModuleTag_DrawMagmaCauldronsGuy
AttachToBoneInAnotherModule = PositionBone
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = None
End
IdleAnimationState
StateName = NoTower
End
//---Build Up and Default Idle---
ModelConditionState = FORTRESS_IMPROVEMENT_3 USER_2
Model = None
End
ModelConditionState = FORTRESS_IMPROVEMENT_3 RUBBLE
Model = NONE
End
//---Special Weapon Firing---
AnimationState = SPECIAL_WEAPON_ONE UNPACKING FORTRESS_IMPROVEMENT_3
Animation = Pouring
AnimationName = MBFMCauld_SKL.MBFMCauld_ATKA
AnimationMode = ONCE
End
EnteringStateFX = FX_MagmaCauldronAttack
ParticleSysBone = MAGMABONE02 MordorFortSpray FOLLOWBONE:YES
ParticleSysBone = MAGMABONE03 MordorFortSpray FOLLOWBONE:YES
ParticleSysBone = MAGMABONE04 MordorFortSpray FOLLOWBONE:YES
ParticleSysBone = MAGMABONE05 MordorFortSpray FOLLOWBONE:YES
ParticleSysBone = MAGMABONE06 MordorFortSpray FOLLOWBONE:YES
ParticleSysBone = MAGMABONE07 MordorFortSpray FOLLOWBONE:YES
ParticleSysBone = MAGMABONE08 MordorFortSpray FOLLOWBONE:YES
ParticleSysBone = MAGMABONE01 MordorFortSpray FOLLOWBONE:YES
ParticleSysBone = MAGMABONE02 MordorFortSpray02 FOLLOWBONE:YES
ParticleSysBone = MAGMABONE03 MordorFortSpray02 FOLLOWBONE:YES
ParticleSysBone = MAGMABONE04 MordorFortSpray02 FOLLOWBONE:YES
ParticleSysBone = MAGMABONE05 MordorFortSpray02 FOLLOWBONE:YES
ParticleSysBone = MAGMABONE06 MordorFortSpray02 FOLLOWBONE:YES
ParticleSysBone = MAGMABONE07 MordorFortSpray02 FOLLOWBONE:YES
ParticleSysBone = MAGMABONE08 MordorFortSpray02 FOLLOWBONE:YES
ParticleSysBone = MAGMABONE01 MordorFortSpray02 FOLLOWBONE:YES
ParticleSysBone = MAGMABONE02 MenFortressSteam FOLLOWBONE:YES
ParticleSysBone = MAGMABONE03 MenFortressSteam FOLLOWBONE:YES
ParticleSysBone = MAGMABONE04 MenFortressSteam FOLLOWBONE:YES
ParticleSysBone = MAGMABONE05 MenFortressSteam FOLLOWBONE:YES
ParticleSysBone = MAGMABONE06 MenFortressSteam FOLLOWBONE:YES
ParticleSysBone = MAGMABONE07 MenFortressSteam FOLLOWBONE:YES
ParticleSysBone = MAGMABONE08 MenFortressSteam FOLLOWBONE:YES
ParticleSysBone = MAGMABONE01 MenFortressSteam FOLLOWBONE:YES
ParticleSysBone = MAGMABONE02 MordorFortProxy FOLLOWBONE:YES
ParticleSysBone = MAGMABONE03 MordorFortProxy FOLLOWBONE:YES
ParticleSysBone = MAGMABONE04 MordorFortProxy FOLLOWBONE:YES
ParticleSysBone = MAGMABONE05 MordorFortProxy FOLLOWBONE:YES
ParticleSysBone = MAGMABONE06 MordorFortProxy FOLLOWBONE:YES
ParticleSysBone = MAGMABONE07 MordorFortProxy FOLLOWBONE:YES
ParticleSysBone = MAGMABONE08 MordorFortProxy FOLLOWBONE:YES
ParticleSysBone = MAGMABONE01 MordorFortProxy FOLLOWBONE:YES
End
//---Normal States---
ModelConditionState = FORTRESS_IMPROVEMENT_3
Model = MBFMCauld_SKN
End
AnimationState = FORTRESS_IMPROVEMENT_3
Animation = Idle
AnimationName = MBFMCauld_SKL.MBFMCauld_IDLA
AnimationMode = LOOP
End
End
End
;//Gorgoroth Spire (aka Gorgonoth Spire)
Draw = W3DScriptedModelDraw ModuleTag_DrawGorgorothSpire
OkToChangeModelColor = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
WeaponLaunchBone = SECONDARY EYEBONE
End
IdleAnimationState
StateName = NoTower
End
//---Build Up States---
ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_3 DAMAGED
Model = MBFEWEye_A
Texture = MBFortress.tga MBFortress_D.tga
End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_3 REALLYDAMAGED
Model = MBFEWEye_A
Texture = MBFortress.tga MBFortress_D.tga
End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_3 SNOW
Model = MBFEWEye_A
Texture = MBFortress.tga MBFortress_snow.tga
End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_3
Model = MBFEWEye_A
End
AnimationState = UPGRADE_FORTRESS_MONUMENT USER_3
Animation = RiseUp
AnimationName = MBFEWEye_ASKL.MBFEWEye_ABLD
AnimationMode = ONCE
AnimationSpeedFactorRange = 5.0 5.0
End
End
//Firing Lightning
ModelConditionState = UPGRADE_FORTRESS_MONUMENT UNPACKING
Model = MBFEWEye
ParticleSysBone = EYEBONE GorSpireCharge FollowBone:Yes
ParticleSysBone = EYEBONE GorSpireCharge02 FollowBone:Yes
ParticleSysBone = EYEBONE GorSpireCharge03 FollowBone:Yes
End
//Damage States
ModelConditionState = UPGRADE_FORTRESS_MONUMENT DAMAGED
Model = MBFEWEye
Texture = MBFortress.tga MBFortress_D.tga
End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT REALLYDAMAGED
Model = MBFEWEye_D2
End
AnimationState = UPGRADE_FORTRESS_MONUMENT REALLYDAMAGED
Animation = GorgorothSpire_ReallyDamaged
AnimationName = MBFEWEye_D2.MBFEWEye_D2
AnimationMode = ONCE
End
End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT RUBBLE
Model = MBFEWEye_D3
End
AnimationState = UPGRADE_FORTRESS_MONUMENT RUBBLE
Animation = GorgorothSpire_ReallyDamaged
AnimationName = MBFEWEye_D3SKL.MBFEWEye_D3AN
AnimationMode = ONCE
End
End
//Snow
ModelConditionState = SNOW UPGRADE_FORTRESS_MONUMENT
Model = MBFEWEye
Texture = MBFortress.tga MBFortress_snow.tga
End
//Default State
ModelConditionState = UPGRADE_FORTRESS_MONUMENT
Model = MBFEWEye
End
End
//----------the Bib
Draw = W3DFloorDraw ModuleTag_DrawFloor
ModelName = MBFortress_Bib
WeatherTexture SNOWY MBFortress_snow.tga
End
PlacementViewAngle = -45
;// ***DESIGN parameters ***
DisplayName = OBJECT:MordorFortress
Description = OBJECT:MordorFortressDescription
Side = Mordor
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandPointBonus = M_GENERIC_FORTRESS_COMMAND_POINT_BONUS
CommandSet = MordorFortressCommandSet
BuildCost = M_MORDOR_FORTRESS_BUILDCOST
BuildTime = M_MORDOR_FORTRESS_BUILDTIME
BountyValue = M_MORDOR_FORTRESS_BOUNTY_VALUE
VisionRange = M_MORDOR_FORTRESS_VISION_RANGE ;// Shroud clearing distance
ShroudClearingRange = M_MORDOR_FORTRESS_SHROUD_CLEAR
WeaponSet
Weapon = PRIMARY MordorFortressArrowTowerBow ; ;EvilFortressArrowTowerBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = FortressArmor
;DamageFX = StructureDamageFXNoShake
End
;// *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
EvaEventDieOwner = EvaFortressDie
VoiceSelect = MordorFortressSelect
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = BuildingBigConstructionLoop ;// Built first time
; UnderRepairFromDamage = NoSound ;// Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingBigConstructionLoop ;// Repaired from completely destroyed (not used???)
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:UpgradeMordorFortressGorgonothSpire Animation:MBFEWEye_ASKL.MBFEWEye_ABLD Frames:980
End
CampnessValue = CAMPNESS_FORTRESS
;// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD COMMANDCENTER VITAL_FOR_BASE_SURVIVAL STRUCTURE IMMOBILE CASTLE_KEEP MP_COUNT_FOR_VICTORY SELECTABLE FS_FACTORY AUTO_RALLYPOINT MADE_OF_WOOD SCORE DOZER_FACTORY
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = MordorWorkerNoSelect
SpawnTimer = M_DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
Body = StructureBody ModuleTag_05
MaxHealth = M_MORDOR_FORTRESS_HEALTH
MaxHealthDamaged = M_MORDOR_FORTRESS_HEALTH_DAMAGED
MaxHealthReallyDamaged = M_MORDOR_FORTRESS_HEALTH_REALLY_DAMAGED
End
Behavior = StructureCollapseUpdate ModuleTag_06
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_FortressCollapse
;FXList = ALMOST_FINAL FX_FortressCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 120
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
//Porter cost bonus
ProductionModifier ;// An object-local discount.
RequiredUpgrade = Upgrade_MordorFortressDoomPyres
CostMultiplier = 0.80
ModifierFilter = NONE +MordorPorter
End
//Hero cost/build time bonus
ProductionModifier
RequiredUpgrade = Upgrade_MordorFortressDoomPyres
CostMultiplier = 0.90
TimeMultiplier = 0.90
HeroPurchase = Yes // Instead of an object filter, needs to be explicitly hero-revival-system compatible
End
End
Behavior = QueueProductionExitUpdate QueueProductionModuleTag
UnitCreatePoint = X:46.0 Y:0.0 Z:0.0
NaturalRallyPoint = X:109.0 Y:0.0 Z:0.0
ExitDelay = 50
End
Behavior = AIUpdateInterface ModuleTag_AI
AILuaEventsList = FortressFunctions
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe
PassengerFilter = M_GENERIC_FACTION_SLAUGHTERABLE
ObjectStatusOfContained = UNSELECTABLE ENCLOSED
CashBackPercent = 200%
ContainMax = 99 ;// give it a huge capacity, just in case player sends his whole army in at once
AllowEnemiesInside = No
AllowAlliesInside = No
AllowNeutralInside = No
AllowOwnPlayerInsideOverride = Yes
EnterSound = GUI_RingReturned
EntryOffset = X:129.0 Y:0.0 Z:0.0
EntryPosition = X:100.0 Y:0.0 Z:0.0 // entry position needs to be offset from the root transform, otherwise fortress obscures point.
ExitOffset = X:129.0 Y:0.0 Z:0.0
StatusForRingEntry = HOLDING_THE_RING
UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero
ObjectToDestroyForRingEntry = NONE +TheDroppedRing
FXForRingEntry = FX_OneRingFlare
End
;//Fire Arrows improvement, just an upgrade, but doesn't do anything for us.
Behavior = CastleUpgrade ModuleTag_PassOutFlamingMunitionsUpgrade
TriggeredBy = Upgrade_MordorFortressFireArrowsTrigger
Upgrade = Upgrade_EvilFortressFlamingMunitions
End
Behavior = StatusBitsUpgrade ModuleTag_FakeOut ;// I need to react to the upgrade, so I can have it for when new construction asks me for all the upgrades
TriggeredBy = Upgrade_EvilFortressFlamingMunitions
End
Behavior = ModelConditionUpgrade ModuleTag_ShowMunitions
TriggeredBy = Upgrade_EvilFortressFlamingMunitions
AddConditionFlags = FORTRESS_IMPROVEMENT_1
AddTempConditionFlag = ModelConditionState:USER_1 //For buildup
TempConditionTime = 7.0 //try to match buildup anim time
Permanent = Yes
End
Behavior = AudioLoopUpgrade ModuleTag_FlamingMunitionsBuildLoop
;// Play a "build loop" while the FlamingMunitions build up
TriggeredBy = Upgrade_EvilFortressFlamingMunitions
;ConflictsWith =
SoundToPlay = BuildingConstructionLoop
KillOnDeath = Yes
KillAfterMS = 4000
;RequiresAllTriggers = Yes
End
;//Morgul Sorcery Upgrade
Behavior = CastleUpgrade ModuleTag_PassOutNumenorStoneworkUpgrade
TriggeredBy = Upgrade_MordorFortressMorgulSorceryTrigger
Upgrade = Upgrade_MordorFortressMorgulSorcery
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_MordorFortressMorgulSorcery
AttributeModifier = MorgulSorceryKeep_Bonus
End
Behavior = ModelConditionUpgrade ModuleTag_ShowMorgulSorcery
TriggeredBy = Upgrade_MordorFortressMorgulSorcery
AddConditionFlags = FORTRESS_IMPROVEMENT_2
Permanent = Yes
End
;//Doom Pyres
// Banners improvement, the half that gives an aura bonus, not the purchase discount part (that is in the ProductionUpdate)
Behavior = AttributeModifierAuraUpdate ModuleTag_BannerLeadership
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = MordorDoomPyresLeadership
TriggeredBy = Upgrade_MordorFortressDoomPyres
RefreshDelay = 2000
Range = 300
ObjectFilter = M_GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End
//Hide the pyres at the start
Behavior = SubObjectsUpgrade ModuleTag_HidePyres
TriggeredBy = Upgrade_StructureLevel1
HideSubObjects = MBFDPyres MBFDPyres1 MBFDPF MBFDPFG
End
//Show them after we've purchased the upgrade
Behavior = SubObjectsUpgrade ModuleTag_ShowPyres
TriggeredBy = Upgrade_MordorFortressDoomPyres
ShowSubObjects = MBFDPyres MBFDPyres1 MBFDPF MBFDPFG
End
;//Magma Cauldrons
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CauldronsEnabler
SpecialPowerTemplate = SpecialAbilityMordorFortressMagmaCauldrons
TriggeredBy = Upgrade_MordorFortressMagmaCauldrons
End
Behavior = SpecialPowerModule ModuleTag_CauldronStarter
SpecialPowerTemplate = SpecialAbilityMordorFortressMagmaCauldrons
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
;InitiateSound = MordorFortressMagmaCauldronRelease ;this didn't work
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CauldronWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityMordorFortressMagmaCauldrons
WhichSpecialWeapon = 1
UnpackTime = 5200
PackTime = 4600
;TriggerSound = MordorFortressMagmaCauldronRelease ;this triggers too late
SpecialWeapon = MordorFortressMagmaCauldronsWeapon
End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheCauldrons
TriggeredBy = Upgrade_MordorFortressMagmaCauldrons
AddConditionFlags = FORTRESS_IMPROVEMENT_3
AddTempConditionFlag = ModelConditionState:USER_2 //For buildup
TempConditionTime = 7.0 //try to matc
Permanent = Yes
End
Behavior = AudioLoopUpgrade ModuleTag_MagmaCauldronsBuildLoop
;// Play a "build loop" while the Cauldrons build up
TriggeredBy = Upgrade_MordorFortressMagmaCauldrons
;ConflictsWith =
SoundToPlay = BuildingConstructionLoop
KillOnDeath = Yes
KillAfterMS = 5800
;RequiresAllTriggers = Yes
End
;//Gorgoroth Spire
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SpireEnabler
SpecialPowerTemplate = SpecialAbilityGorgorothSpireFireball
TriggeredBy = Upgrade_MordorFortressGorgorothSpire
End
Behavior = AudioLoopUpgrade ModuleTag_GorgorothSpireBuildLoop
;// Play a "build loop" while the Spire builds up
TriggeredBy = Upgrade_MordorFortressGorgorothSpire
;ConflictsWith =
SoundToPlay = BuildingBigConstructionLoop
KillOnDeath = Yes
KillAfterMS = 5200 ;Should match the length of the build-up animation [Or a little shorter since sounds take a little while to die]
;RequiresAllTriggers = Yes
End
Behavior = SpecialPowerModule ModuleTag_SpireStarter
SpecialPowerTemplate = SpecialAbilityGorgorothSpireFireball
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = GorgorothSpireFireballBuildUpMS ;this plays when the Eye builds up power
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_SpireWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityGorgorothSpireFireball
WhichSpecialWeapon = 2
UnpackTime = 3000
PackTime = 1500
SpecialWeapon = MordorGorgorothSpireWeapon
TriggerSound = GorgorothSpireFireballLaunchMS ;this plays when Fireball launches
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityLightningBehavior
SpecialAbility = SpecialAbilityGorgorothSpireFireball // Use this ability
End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheSpire
TriggeredBy = Upgrade_MordorFortressGorgorothSpire
AddConditionFlags = UPGRADE_FORTRESS_MONUMENT
AddTempConditionFlag = ModelConditionState:USER_3 //For buildup
TempConditionTime = 9.0 //try to match buildup anim time
Permanent = Yes
End
Behavior = GeometryUpgrade TowerGeom
TriggeredBy = Upgrade_MordorFortressGorgorothSpire
ShowGeometry = HighTowerGeom
End
//Lava Moat
Behavior = ObjectCreationUpgrade CreateTheMoat
TriggeredBy = Upgrade_MordorFortressLavaMoat
Delay = 0.0
ThingToSpawn = MordorFortressLavaMoat
DestroyWhenSold = Yes
FadeInTime = 600
End
//Money Maker
Behavior = AutoDepositUpdate AutoDepositModuleTag
DepositTiming = M_GENERIC_KEEP_MONEY_TIME
DepositAmount = M_GENERIC_KEEP_MONEY_AMOUNT
InitialCaptureBonus = 0 // no initial bonus
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = M_GENERIC_KEEP_MONEY_RANGE // How far we try to claim ground
MaxIncome = 0 // If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = 999999 // How often (in msec) we give that much money
HighPriority = Yes // A high priority claim gets to pretend it was there first.
End
#include "..\..\..\FortressRingFunc.inc"
//Main
Geometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 50.0
GeometryMinorRadius = 50.0
GeometryHeight = 50.0
GeometryOffset = X:5 Y:0 Z:0
//Towers
AdditionalGeometry = BOX
GeometryName = Geom_V2
GeometryMajorRadius = 10.0
GeometryMinorRadius = 13.0
GeometryHeight = 140.0
GeometryOffset = X:40 Y:-42 Z:0
AdditionalGeometry = BOX
GeometryName = Geom_V2
GeometryMajorRadius = 10.0
GeometryMinorRadius = 13.0
GeometryHeight = 140.0
GeometryOffset = X:-40 Y:42 Z:0
AdditionalGeometry = BOX
GeometryName = Geom_V2
GeometryMajorRadius = 10.0
GeometryMinorRadius = 13.0
GeometryHeight = 140.0
GeometryOffset = X:40 Y:42 Z:0
AdditionalGeometry = BOX
GeometryName = Geom_V2
GeometryMajorRadius = 10.0
GeometryMinorRadius = 13.0
GeometryHeight = 140.0
GeometryOffset = X:-40 Y:-42 Z:0
//Ramp (So units can attack it when the moat is in place)
AdditionalGeometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 20.0
GeometryHeight = 22.0
GeometryOffset = X:85 Y:0 Z:0
AdditionalGeometry = BOX
GeometryName = HighTowerGeom
GeometryMajorRadius = 12
GeometryMinorRadius = 12
GeometryHeight = 150
GeometryOffset = X:0 Y:0 Z:0
GeometryUsedForHealthBox = No
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-58 Y:58 Z:0 Repair
GeometryContactPoint = X:58 Y:-58 Z:0 Repair
GeometryContactPoint = X:47.546 Y:36.435 Z:0
GeometryContactPoint = X:-32.763 Y:-46.121 Z:0
;GeometryContactPoint = X:26.753 Y:26.753 Z:67.933 Swoop
GeometryContactPoint = X:0 Y:0 Z:180 Swoop
End
//------------------------------------------------------------------------------
// Mordor Fortress
// This is the one object that you would place on a map and that the porter builds.
// It unpacks in to the citadel and the buildplots. It's an old CampFlag.
Object MordorFortress
SelectPortrait = BPMFortress
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes ;// Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
//Need this since the default condition is none
ModelConditionState = WORLD_BUILDER
Model = mbgoafort
End
//Phantom structure when placing a new building to be build
ModelConditionState = BUILD_PLACEMENT_CURSOR
Model = None //MBFortress
End
//Structure that stays where you will be building until the porter reaches the place to start building.
ModelConditionState = PHANTOM_STRUCTURE
Model = mbgoafort
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("MBFDPYRES")
CurDrawableHideSubObject("MBFDPFG")
CurDrawableHideSubObject("MBFDPF")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("MBFDPYRES")
CurDrawableHideSubObject("MBFDPFG")
CurDrawableHideSubObject("MBFDPF")
EndScript
End
ModelConditionState = RUBBLE
Model = MBFortress_D3
End
AnimationState = RUBBLE
Animation = Fortress_Rubble
AnimationName = MBFortress_D3S.MBFortress_D3A
AnimationMode = ONCE
End
EnteringStateFX = FX_FortressCollapse
End
//-- building being constructed
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
Model = MBFortress_A
Texture = MBFortress.tga MBFortress_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = MBFortress_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = MBFortress_A
AnimationName = MBFortress_ASK.MBFortress_ABL
AnimationMode = MANUAL
End
ParticleSysBone = NONE BuildingContructDustCastlesB
ParticleSysBone = NONE FortressMordor
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
End
ArmorSet
Conditions = None
Armor = FortressArmor
//DamageFX = StructureDamageFXNoShake
End
Side = Mordor
EditorSorting = STRUCTURE
PlacementViewAngle = -45 // A -90 makes the door of the base face natural south. 0 would have it to the East.
BuildCost = M_MORDOR_FORTRESS_BUILDCOST
BuildTime = M_MORDOR_FORTRESS_BUILDTIME
DisplayName = OBJECT:MordorFortress
;; AUDIO PARAMETERS
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceFullyCreated = EVA:FortressComplete-Builder
VoiceSelect = MordorFortressSelect
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = BuildingBigConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingBigConstructionLoop ; Repaired from completely destroyed (not used???)
End
; Just in case...
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
End
// *** AUTO RESOLVE DATA ***
; When fighting an auto-resolve battle, a World Map castle actually becomes this unit
AutoResolveUnitType = AutoResolveUnit_Fortress
AutoResolveBody = AutoResolve_MordorFortressBody
AutoResolveArmor
Armor = AutoResolve_MordorFortressArmor
End
AutoResolveWeapon
Weapon = AutoResolve_MordorFortressWeapon
End
// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION MP_COUNT_FOR_VICTORY BASE_SITE CAN_SEE_THROUGH_STRUCTURE LIVING_WORLD_BUILDING_MIRROR
Body = StructureBody ModuleTag_05
MaxHealth = M_MORDOR_FORTRESS_HEALTH
End
Behavior = CastleBehavior ModuleTag_castle
CastleToUnpackForFaction = Goa'uld Fortress_Mordor
CastleToUnpackForFaction = Isengard Fortress_Mordor
CastleToUnpackForFaction = Men Fortress_Mordor
CastleToUnpackForFaction = Elves Fortress_Mordor
CastleToUnpackForFaction = Dwarves Fortress_Mordor
CastleToUnpackForFaction = Wild Fortress_Mordor
//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
MaxCastleRadius = 130.0
InstantUnpack = Yes
KeepDeathKillsEverything = Yes
EvaEnemyCastleSightedEvent = EnemyFortressSighted
End
Behavior = StructureCollapseUpdate ModuleTag_06
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_FortressCollapse
;FXList = ALMOST_FINAL FX_FortressCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 120
End
Behavior = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior
WorkerName = MordorFortressWorkerNoSelect ; ;MordorWorkerNoSelect
SpawnTimer = M_DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = AIUpdateInterface ModuleTag_AI
AILuaEventsList = FortressFunctions
End
//Main
Geometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 65.0
GeometryMinorRadius = 65.0
GeometryHeight = 50.0
GeometryOffset = X:5 Y:0 Z:0
//Plot locations
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:91.15 Y:-81.15 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:0 Y:-114.48 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:-81.15 Y:-81.15 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:-114.48 Y:0 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:-81.15 Y:91.15 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:0 Y:114.48 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:91.15 Y:91.15 Z:0
//Ramp (So units can attack it when the moat is in place)
AdditionalGeometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 20.0
GeometryHeight = 22.0
GeometryOffset = X:85 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-65 Y:65 Z:0 Repair
GeometryContactPoint = X:65 Y:-65 Z:0 Repair
GeometryContactPoint = X:47.546 Y:36.435 Z:0
GeometryContactPoint = X:-32.763 Y:-46.121 Z:0
GeometryContactPoint = X:26.753 Y:26.753 Z:67.933 Swoop
End
//------------------------------------------------------------------------------
// Mordor Fortress Lava Moat
// This is the moat around the fortress. This is a separate object so that it can
// prevent units from being able to attack the fortress except at the ramp.
Object MordorFortressLavaMoat
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = MBFLavaMoat
End
End
ArmorSet
Conditions = None
Armor = NoArmor
//DamageFX = StructureDamageFXNoShake
End
Side = Mordor
EditorSorting = STRUCTURE
BuildTime = 10.0
;;; AUDIO PARAMETERS
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
CampnessValue = 0
// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = STRUCTURE IMMOBILE NOT_AUTOACQUIRABLE UNATTACKABLE BASE_SITE CAN_SEE_THROUGH_STRUCTURE
Body = HighlanderBody ModuleTag_02 //Can take damage, but won't die. Can only die from ::kill() or other unresistable damage
MaxHealth = 1.0
End
Behavior = SlavedUpdate ModuleTag_Slave
DieOnMastersDeath = Yes
End
//Main
Geometry = BOX
GeometryMajorRadius = 82
GeometryMinorRadius = 82
GeometryHeight = 10
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
//--------------------------------------------------
ChildObject MordorFortress_Celduin_1 MordorFortress
Behavior = CastleBehavior ModuleTag_castle
CastleToUnpackForFaction = Goa'uld Fortress_Mordor
CastleToUnpackForFaction = Isengard Fortress_Mordor
CastleToUnpackForFaction = Men Fortress_Mordor
CastleToUnpackForFaction = Elves Fortress_Mordor
CastleToUnpackForFaction = Dwarves Fortress_Mordor
CastleToUnpackForFaction = Wild Fortress_Mordor
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
MaxCastleRadius = 130.0 //90.0
FadeTime = 2.0 ;// 2 seconds
InstantUnpack = Yes
KeepDeathKillsEverything = Yes
EvaEnemyCastleSightedEvent = EnemyFortressSighted
PreBuiltList = MordorWallCatapultExpansion -2
PreBuiltList = MordorWallCatapultExpansion -2
PreBuiltList = MordorWallCatapultExpansion -2
PreBuiltList = MordorWallCatapultExpansion -2
End
End
[/codebox] With only these changes, the game runs, the name shows up properly in the faction list, and the fortress has my own model even though the build pads are currently in the wrong places. The only thing that's wrong is that there is no faction name in the profile stat list, it says 'Missing:'SIDE:Mordor''. If I then change the Mordor folder name to Goa'uld in both the unit and structure folders, the game won't start up at all. How do I change the Mordor folders to Goa'uld and still get the game to play? I know it's probably an ini reference and probably multiple ones that I'm missing, but nothing in your tutorial touched on this since you're adding a NEW faction.
Edited by Lord of the Rings Junkie, 28 November 2007 - 02:38 AM.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
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